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Project 1: Virtual Reality to Support Cognitive Health and Engagement and Socialization Among Aging Adults

Project 1: Virtual Reality to Support Cognitive Health and Engagement and Socialization Among Aging Adults
项目 1:虚拟现实支持老年人的认知健康、参与和社交
批准号:
10641778
负责人:
Neil Charness
金额:
$50.09万
依托单位国家:
美国
项目类别:
财政年份:
2022
资助国家:
美国
项目状态:
未结题
起止时间:
2022-06-15 至 2027-05-31

项目摘要

项目成果

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中文摘要
翻译
项目摘要 随着人口老龄化,保持认知健康已成为一个越来越重要的话题,因为 认知对生活质量和独立性的临界性。不幸的是,生活环境的变化,健康 下降,以及其他因素,如行动能力限制,限制了认知、社交和活动的机会 老年人的参与度,所有这些对认知健康都很重要。虚拟现实(VR)系统具有 进化,更强大,更容易为消费者所接受,并提供独特的机会来培养认知 以及老年人在自己家里的社交参与度。VR系统提供身临其境、引人入胜的 给用户一种真实的感觉,就像置身于他们家之外的环境或情况中, 一个人或和其他人一起。尽管虚拟现实具有巨大的潜力,但很少有研究考察其可用性和接受度 VR应用或其对老年人的有效性。此外,大多数涉及老年人的VR研究都有 有针对性的身体功能或认知康复;很少有人检查过社交或认知投入 申请。研究人员和系统开发人员都强调了在这方面进行更严格研究的必要性 具有足够控制条件的区域,跨越更广泛的VR应用,并具有更大、不同的样本 在家庭环境中的老年人口。这种高度创新的跨站点第一阶段干预开发 项目(NIH阶段模型)[18]将应用创建系统方法来设计和评估 沉浸式VR项目,认知活动社交技术(CAST),面向老年人。该计划将提供一个 一套虚拟认知、社交和活动参与应用程序;并允许虚拟交互。第一阶段, 类似于NIH阶段1a[18],将涉及焦点小组和三个Create站点的可用性测试, 老年人,以及启发式分析,以收集有关用户偏好、可用性问题、实施 和训练方案。第二阶段,类似于NIH阶段1b,将涉及一项跨地点试点随机试验, 老年人样本多样(N=216)。参与者将在基线评估后被随机分配, 到VR演员条件或桌子控制条件,其中参与者将在2d内暴露在类似的上下文中 (例如,在线博物馆参观)。在对VR计划/平板电脑进行培训后,他们将在 他们的家住了两个月。该系列措施将在1个月和2个月后重新实施 随机化。该单元将包括人口统计和技术经验、态度和熟练程度 测量;可用性、安全性/舒适性、感知有用性、享受性和认知性的测量 能力、社会联系、孤独感、幸福感和生活质量。VR参与者还将完成 衡量“在场”和晕机的标准。我们将收集有关VR程序/平板电脑使用的实时数据。这个 计划中的项目是迄今为止关于这一主题的最大规模和最严格控制的研究之一。它会屈服的 有关老年人使用VR支持的可行性的重要和及时的信息,勾勒出潜力 VR益处的中介者和主持人,以及为老年人设计VR干预的指南。
英文摘要
Project Summary Maintaining cognitive health has become a topic of increased importance with population aging, given the criticality of cognition to quality of life and independence. Unfortunately, changes in life circumstances, health declines, and other factors such as mobility limitations, limit opportunities for cognitive, social and activity engagement for older adults, all of which are important to cognitive health. Virtual reality (VR) systems have evolved, are more powerful and accessible to consumers, and present unique opportunities to foster cognitive and social engagement among older adults in their own homes. VR systems provide an immersive and engaging experience that give users the realistic impression of being present in a context or situation outside their home, alone or with others. Despite the significant potential of VR, few studies have examined usability and acceptance of VR applications or their efficacy with older adults. Further, most studies of VR involving older adults have targeted physical functioning or cognitive rehabilitation; few have examined social or cognitive engagement applications. Both researchers and system developers underscore the need for more rigorous research in this area with adequate control conditions, across a wider range of VR applications, and with larger, diverse samples of older adult populations in home settings. This highly innovative cross-site Stage 1 Intervention Development Project (NIH Stage Model) [18] will apply the CREATE systematic approach to the design and evaluation of an immersive VR program, Cognitive Activity Social Technology (CAST), for older adults. The program will provide a suite of virtual cognitive, social and activity engagement applications; and allow for virtual interactions. Phase I, akin to NIH Stage 1a [18], will involve focus groups and usability testing across the three CREATE sites with older adults, and heuristic analysis to gather information on user preferences, usability problems, implementation, and training protocols. Phase II, akin to NIH Stage 1b, will involve a cross-site pilot randomized trial with a large and diverse sample of aging adults (N =216). Participants will be randomized, following a baseline assessment, to the VR CAST condition or a table control condition, where participants will be exposed to similar context in 2d (e.g., online museum tours). Following training on the VR program/tablet, they will use the VR program/tablet in their home for two months. The battery of measures will be re-administered at 1 and 2-months post randomization. The battery will include demographic and technology experience, attitudes, and proficiency measures; measures of usability, safety/comfort, perceived usefulness, enjoyment, and measures of cognitive abilities, social connectivity, loneliness, well-being, and quality of life. VR participants will also complete measures of “presence” and cybersickness. We will collect real time data on use of the VR program/tablet. The planned project represents one of the largest and most rigorously controlled study on the topic to date. It will yield significant and timely information on the feasibility of using VR support for older adults, delineate potential mediator and moderators of the benefits of VR, and design guidelines for VR interventions for older adults.
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Project 1: Virtual Reality to Support Cognitive Health and Engagement and Socialization Among Aging Adults
Technology-Based Cognitive Interventions: Comparative Effectiveness and Adherence
Technology-Based Cognitive Interventions: Comparative Effectiveness and Adherence
Technology-Based Cognitive Interventions: Comparative Effectiveness and Adherence
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